selected topics – cpit 490 mobile application development 25-aug-15
TRANSCRIPT
Selected Topics – CPIT 490
Mobile Application Development
Apr 19, 2023
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Mobile Application Development CPIT 490
Prerequisites: Comfortable with Java Grading:
Exam 1 : 20% Exam 2 : 20% Final Exam : 30% Lab : 30%
Course Website: Course materials will be available at Blackboard (lms.kau.edu.sa)
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Mobile Application Development CPIT 490
Text: Required:
Wei-Meng Lee, "Beginning Android 4 Application Development"
Recommended: Reto Meier, "Professional Android 2 Application
Development" James Steele, Nelson To, "The Android Developer's
Cookbook“ Android Developers (Dev Guide, Reference, etc.):
http://developer.android.com/index.html
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Mobile Application Development CPIT 490
Academic Integrity / Honor Code: "I pledge to support the honor system of King Abdulaziz
University. I will refrain from any form of academic dishonesty or deception, such as cheating or plagiarism. I am aware that as a member if the academic community, it is my responsibility to turn in all suspected violators of the respective authorities."
Late submission of any coursework will not be accepted.
Attendance is vital. Regular preparation is vital for success. Contact via Email is important.
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Course Overview
Introduces fundamentals of application development for Android phones
Goals of this course: Help you learn about mobile app development and best
practices Provide you with the tools and knowledge to create a novel
mobile app that helps solve a serious problem that strengthens your programming portfolio
Envisions new practical mobile applications/services
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Thoughts on Learning
Reading for knowing or absorbing concepts Read fully, thoroughly, think, reread, ask, challenge Try the codes that make understand clear
Reading for encouragement or excitement Read initial parts, don’t try to understand everything, get a
feel Run the software or tools appropriate to the reading material
Learning process Spending 3 hours daily for 10 consecutive days is better than
spending 10 hours daily for 3 consecutive days
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Mobile Computing Driven by technology and vision
wireless communication technology global infrastructure device miniaturization mobile computing platforms
The field is moving fast “People and their machines should be able to access information and
communicate with easily and securely, in any medium each other or combination of media – voice, data, image, video, or multimedia – any time, anywhere, in a timely, cost-effective way.”, Dr. G. H. Heilmeier, Oct 1992
“The mobile device will be the primary connection tool to the Internet for most people in the world in 2020.”, PEW Internet and American Life Project, Dec. 2008
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Smart Devices A smart device is a device that is digital, active, computer networked, is user
reconfigurable and that can operate to some extent autonomously. A smart device is a ubiquitous computing device: a device that exhibits
some properties of ubiquitous computing including artificial intelligence. Mark Weiser categorized ubiquitous devices:
Tabs: accompanied or wearable centimeter sized devices, e.g., smart phones, smart cards
Pads: hand-held decimeter-sized devices, e.g., laptops Boards: meter sized interactive display devices, e.g., horizontal
surface computers and vertical smart boards.
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Mobile Devices
Multi-purpose devices (e.g., personal office, mobile phone, camera, etc.)
Mobility: loosely-bound vs. tightly-bound to users Personalized Operates as a single portal, e.g., a Web portal. Internal application services External services typically accessed local area wireless network Intermittent resource access A locus of control that resides in the smart device. Networked, distributed and transparently accessible. Context awareness
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Smart Devices at Home / Office
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Smart Devices on Road
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Mobile Programming Projects Mobile Millennium Traffic in San Francisco and the Bay Area Source: http://traffic.berkeley.edu/
CarTel Project at MIT
http://cartel.csail.mit.edu/doku.php
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Mobile Application Development CPIT 490
In-body smart devices Sensors/monitoring devices Drug delivery systems Medical robots Neural implants
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Mobile Programming Projects
Habitat Monitoring
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Mobile Programming Projects
Mobile Social Networking
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Smart Phone – Overview A smartphone is a high-end mobile phone Combines the functions of
mobile phone, personal digital assistant (PDA) portable media players, camera phones high-resolution touchscreens web browsers, GPS navigation Wi-Fi and mobile broadband access, etc.
Feature phone vs. Smartphone Feature phone
proprietary firmware & limited platforms Smartphone
open and complete mobile operating system tightly integrate with the user interface and phone features relies on a more powerful application programming interface (API)
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Smart Phones – Statistics
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Smart Phones – Statistics
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Smart Phone – Pros
Always with the user Increasingly powerful devices Typically GPS capable Typically have accelerometer Designed for communication 2+ types of wireless connections Many apps are free or low-cost
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Smart Phones – Cons
Limited battery life Limited processor speed Limited RAM Limited, unreliable, and slow network access Limited screen size Limited permanent storage capacity Limited or awkward input
(none great: soft keyboard, phone keypad, touch screen, stylus, speech)
Inconsistent platforms across devices High costs associated with data transfer
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Mobile Applications What are they?
Any application software that is developed for small low-power handheld devices such as personal digital assistants, enterprise digital assistants or mobile phones.
Users on mobile phone’s Typically check the news, weather, email, or their social networks Often have a choice between the mobile web version or a specially-created
mobile app. Mobile App Types
Web apps: run in a web browser HTML, JavaScript, Flash, server-side components, etc.
Native: compiled binaries for the device Not cross-platform, but more interesting options
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Mobile Application Development
Web Apps Vs Native Apps Web apps are developed using HTML5, Javascript and others.
The application package is generated using frameworks like PhoneGap Development is generic But the application requires Internet connectivity if the
application is run from a webserver. Also, the application might be influenced by the web style of appearance.
Native Apps are specific to the operating system of the mobile and development is made using Objective-C or Java or others.
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Native Development Environments
Options Java ME .NET Compact Framework (C++, C#, VB.NET) for Windows Mobile Qualcomm’s BREW (C or C++) Symbian (C++) BlackBerry (Java) Android (Java) iPhone (Objective-C)
Is having so many choices and so much industry turmoil/competition a good thing?
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Development Environments
Most platforms have an SDK that you can download and build against
Every platform has an emulator that you can use to test your apps
Most emulators are configurable to match a variety of mobile devices Various screen sizes, memory limitations, tablets, etc. In practice, emulators quite limited
IDE - integrated development environment that provides tools to allow a developer to write, test and deploy applications into the target platform environment.
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xCode IDE & iPhone Emulator
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Eclipse and Android Emulator
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Android Android, Inc. founded in Palo Alto, California in October 2003 Google acquired Android Inc. in August 2005 Developed a mobile device platform powered by the Linux kernel Google marketed the platform to handset makers and carriers on the premise of
providing a flexible, upgradable system On November 2007, the Open Handset Alliance, a consortium of several companies
(e.g., Broadcom, Google, HTC, Intel, etc. unveiled itself). The goal is to develop open standards for mobile devices. Open Handset Alliance unveiled their first product, Android, a mobile device platform
built on the Linux kernel version 2.6 Android OS (open source) released in October 2008
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Why Android
Simple and powerful SDK Android SDK makes use of JDK (Java SE Development Kit) No licensing fees Excellent documentation, and a thriving developer community From commercial perspective
Requires no certification for becoming an Android developer Provides the Android Market for distribution and
monetization of your application Has no approval process for application distribution Gives you total control over your brand and access to the
user’s home screen
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Android Overview
Open source OS and development platform In theory, you can change anything In practice....
Hardware reference design Linux OS kernel Open-source libraries for app development
E.g., SQLite, Webkit, OpenGL, media manager, Mobile Application Design and Development
SDK and tools Preinstalled apps Wild west of app stores: the Market / Play Store
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Android Version Initial: 1.5 (Cupcake) (Apr 2009) , 1.6 (Donut) (Sep’09) 2.0/2.1 (Eclair) (Oct’09/Jan’10) : new web browser, new
user interface, support for HTML5, Geolocation API, enhanced camera features / voice controls, 5 homescreens, animated backgrounds.
2.2 (Froyo) (May’10) : speed improvement, Chrome v8 JavaScript engine, Wi-Fi tethering, Adobe Flash support
2.3 (Gingerbread) (Dec’10) : Near Field Communication
3.0 (Honeycomb) (Feb’11) : tablet-oriented release, supports multicore processors, hardware acceleration for graphics
3.1 (Honeycomb) (May’11) : directly transfer content from USB devices
3.2 (Honeycomb) (July’11) : adds several new capabilities for users and developer (e.g., providing developers with more precise control over the UI)
4.0 (Ice Cream Sandwich) (Oct’11) : combination of Gingerbread and Honeycomb
4.1 (Jelly Bean) (Jul’12) : improve user interface
https://source.android.com/source/build-numbers.html
Version 4.4 – 4.4.4; KitKat: API Level 19
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Android – Features & Specifications
Platform is adaptable to larger, VGA, 2D graphics library, 3D OpenGL graphics library
Storage - SQLite, a lightweight relational database Connectivity - supports connectivity technologies including
GSM/EDGE, IDEN, CDMA, EV-DO, UMTS, Bluetooth, Wi-Fi, LTE, NFC and WiMAX.
Messaging – SMS, MMS, threaded text messaging, Push Messaging service.
Multiple language support Web browser - based on the open-source WebKit layout engine,
coupled with Chrome's V8 JavaScript engine. Java support – no Java Virtual Machine, Dalvik executables
and run on Dalvik
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Android – Features & Specifications Media support - audio/video/still media formats: WebM, H.263, H.264,
MPEG-4 SP, WAV, JPEG, PNG, GIF, BMP, etc. Streaming media support - RTP/RTSP streaming (3GPP PSS, ISMA),
HTML5 <video> tag, Adobe Flash Streaming (RTMP), HTTP Dynamic Streaming, Apple HTTP Live Streaming
Additional hardware support - video/still cameras, touchscreens, GPS, accelerometers, gyroscopes, magnetometers, dedicated gaming controls, proximity and pressure sensors, thermometers, accelerated 2D bit blits and accelerated 3D graphics
Multi-touch Bluetooth - supports A2DP, AVRCP, sending files (OPP), accessing the
phone book (PBAP), voice dialing and sending contacts between phones. Keyboard, mouse and joystick (HID)
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Android – Features & Specifications Video calling – no native video calling, but some handsets have a customized
version of the operating system that supports it. Video calling through Google Talk is available in Android 2.3.4 and later. Skype 2.1 offers video calling in Android 2.3, including front camera support.
Multitasking Voice based features - Google search through voice and voice actions for
calling, texting, navigation, etc. Tethering - Supports sharing of Internet connections as a wired/wireless
hotspot Google describes Android as: “The first truly open and comprehensive
platform for mobile devices, all of the software to run a mobile phone but without the proprietary obstacles that have hindered mobile innovation.”
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Android Architecture
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Android SDK Features No licensing, distribution, or development fees Wi-Fi hardware access GSM, EDGE, and 3G networks for telephony or data transfer, allowing you to make or
receive calls or SMS messages, or to send and retrieve data across networks Comprehensive APIs for location-based services such as GPS Full multimedia hardware control including playback and recording using the camera and
microphone APIs for accelerometer and compass hardware IPC message passing Shared data stores An integrated open source WebKit-based browser Full support for app that integrate Map controls as part of their user interface Peer-to-peer (P2P) support using Google Talk Mobile-optimized hardware-accelerated graphics including a path-based 2D graphics
library and support for 3D graphics using OpenGL ES Media libraries for playing and recording a variety of audio/video or image formats An application framework that encourages reuse of application components and the
replacement of native applications
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Android Development “Open philosophy” Application framework that encourages reuse of app components Access to (much) hardware Release and fix mentality (or it seems like it, sometimes) Background services Shared data and inter-process communication Notifications (via UI) Intents Content providers (managed access to app private data) All applications are created equal Native Development Kit (NDK) (C++ tinkering under the hood) OS optimization of memory and process management
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Android Development
Expect... Limited processing power Limited RAM Limited permanent storage capacity Small screen and low resolution High cost of data transfer Slow data transfer rates with high latency Unreliable data connections
Application framework that encourages reuse of application components
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Android Development
“Screens” are Activities that are chained with lightweight exchange of data between them
OS can handle stack of Activities if you want it to (e.g., back) OS Manages process lifetime (app assassin) You MUST
Ensure that your app is ready for swift death Yet, it must remain response and/or restart in the background Must come to the foreground quickly
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Application Types
Foreground Useful when being used. Suspended otherwise
Background Apart from when being configured, spends most of lifetime
hidden (e.g., call screening app) Intermittent
Some interaction but mostly in the background (e.g., media player)
Widget Home screen status update
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Application Good Behavior
Is well behaved Switches seamlessly from background to foreground Is polite (e.g., stealing focus) Presents a consistent user interface Is responsive
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Behavior police – Process assassin
Two conditions monitored Must respond to any user action (e.g., key press) within 5s A BroadcastReceiver must return from its OnReceive handler
within 10s
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Android Development Environment
Understand Android Tools Setup Android Development Environment Create HelloWorld Application Understand HelloWorld Structure Familiarize with Android Application Types and
Components Understand the Role of Android Activity Know how to Build and Run Android Application Introduce Debug and Publish
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Developing for Android
Eclipse Android SDK Android Development Tools (ADT)
Extension to the Eclipse IDE that supports the creation and debugging of Android applications
Android Virtual Devices (AVD) & SDK Manager SDK Manager manages the various versions of the Android
SDK currently installed on your computer The Android Emulator Dalvik Debug Monitor Services (DDMS) The Android Debug Bridge (ADB)
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ADB for android
adb is the single most command in android adb is used to interact with the device or emulator for various
reasons like installation or uninstallation of the application
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Eclipse Eclipse IDE for Java Developers
Open http://www.eclipse.org/ Select "Downloads" Select Eclipse IDE for Java
Developers, 149MB Select Windows32
Extract zip file to c:\eclipse Installation Tutorial:
http://archive.eclipse.org/technology/phoenix/europa/EclipseIdeForJavaDevelopers/
“Test First Development” Tutorial: http://archive.eclipse.org/technology/phoenix/europa/
TestFirstWithEclipse/
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Android SDK Check Your Development Computer Supported Operating Systems
Windows XP (32-bit), Vista (32- or 64-bit), or Windows 7 (32- or 64-bit) Mac OS X 10.5.8 or later (x86 only) Linux (tested on Ubuntu Linux, Lucid Lynx)
Supported Development Environments JDK SE 6.0 – 32bit version (including JRE) Eclipse IDE for Java Developers - Indigo version – 32bit version Android Development Tools (ADT) plugin
• SDK Installation Android SDK starter package
installer_r12-windows.zip Android SDK Components
Run Android SDK setup From “Available packages” window, select all items and then click install
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ADT Plugin
Start Eclipse, then select Help > Install New Software Click Add, in the top-right corner. In the Add Repository dialog that appears, enter "ADT Plugin"
for the Name and the following URL for the Location: https://dl-ssl.google.com/android/eclipse/
Click OK Wait and you should see "Developer Tools" in the Available
Software dialog, select the checkbox next to Developer Tools and click Next.
In the next window, you'll see a list of the tools to be downloaded. Click Next.
Click Finish.
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Configure ADT Plugin Modify your ADT preferences in Eclipse to point to the Android SDK
directory: 1) Select Window > Preferences... to open the Preferences panel (Mac OS X:
Eclipse > Preferences). 2) Select Android from the left panel. 3) You may see a dialog asking whether you want to send usage statistics to
Google. If so, make your choice and click Proceed. You cannot continue with this procedure until you click Proceed.
4) For the SDK Location, locate your downloaded SDK directory. Click Apply, then OK. (Spaces in path causes an error, if you are using Windows64). For example, C:\Program Files(x86)\Android\android-sdk is written as C:\PROGRA~2\Android\android-sdk
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Android Emulator Hardware Option Characteristic: Description Device ram size: The amount of physical RAM on the device, in megabytes. Default
value is "96". Touch-screen support: Whether there is a touch screen or not on the device. Default
value is "yes". Trackball support: Whether there is a trackball on the device. Default value is "yes". Keyboard support: Whether the device has a QWERTY keyboard. Default value is
"yes". DPad support: Whether the device has DPad (Directional pad) keys. Default value is
"yes". GSM modem support: Whether there is a GSM modem in the device. Default value is
"yes". Camera support: Whether the device has a camera. Default value is "no". Maximum horizontal camera: Default value is "640" pixels Maximum vertical camera pixels: Default value is "480". GPS support: Whether there is a GPS in the device. Default value is "yes". Battery support: Whether the device can run on a battery. Default value is "yes".
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Android Emulator Hardware Option Characteristic: Description Accelerometer: Whether there is an accelerometer in the device. Default value is "yes". Audio recording support: Whether the device can record audio. Default value is "yes". Audio playback support: Whether the device can play audio. Default value is "yes". SD Card support: Whether the device supports insertion/removal of virtual SD Cards.
Default value is "yes". Cache partition support: Whether we use a /cache partition on the device. Default value
is "yes". Cache partition size: Default value is "66MB". Abstracted LCD density: Sets the generalized density characteristic used by the AVD's
screen. Default value is "160".
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Android Emulator Controls To have snapshot: To
use the snapshot feature, simply check the Snapshot Enabled checkbox when you create a new AVD
The first time you launch the emulator, it will boot up normally. When you close the emulator, it will then save the state to a snapshot file.
The next time you launch the emulator, it will appear almost instantly, restoring its state from the snapshot file.
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HTML5 HTML5 supports tags like <article>, <footer>, etc
Ex. HTML5/html5/html5.html Media tags indicate which css to use for a specific handheld device and with
specific screen size Meta tag with viewport support: Setting a viewport tells the browser how
content should fit on the device's screen and informs the browser that the site is optimized for mobile
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
iOS specific apple-mobile-web-app-capable and apple-mobile-web-app-status-bar-
style will render page content in app-like full screen mode and make the status bar translucent
<meta name="apple-mobile-web-app-capable" content="yes" />
Example codes: HTML5/mobile.html, HTML5/css folder
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CSS, Storage with HTML5 Webkit is a web browser rendering engine used by Safari and Chrome (among
others, but these are the popular ones). The -webkit prefix on CSS selectors are properties that only this engine is
intended to process, very similar to -moz properties IE: Engine: Trident; CSS-prefix: -msie Firefox: Engine: Gecko; CSS-prefix: -moz Opera: Engine: Presto; CSS-prefix: -o Safari & Chrome: Engine: WebKit; CSS-prefix: -webkit Web Storage in HTML5
// set some local storage localStorage.setItem("foo", "test!"); // retrieve the value in local storage var data = localStorage.getItem("foo"); Ex. HTML5/data
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Location with HTML5 Use navigator.geolocation.getCurrentPosition(function_name) in Javascript to
obtain information about location. Note: Your browser must permit obtaining of current location. You could try
this in IE. Ex. HTML5/geo/geo1.html Loading Google Maps API is done using <script type="text/javascript" src="http://maps.google.com/maps/api/js?
sensor=false"></script> For further options check: HTML5/geo/geo5.html Location tracking is possible by mixing storage and location identification.
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PhoneGap Application Download PhoneGap.zip file from http://phonegap.com/install/ Extract the contents of the zip file Use Eclipse to Develop a new application With basic steps involved: (extract information from the extracted zip’s lib\android)
Copy cordova.js into assets/www folder Copy cordova.jar into libs folder Copy the xml folder into res folder
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PhoneGap Application (index.html) Now that you could write the html file and the source java program <!DOCTYPE HTML> <html> <head> <title>First App</title> <script src="cordova.js"></script> <script> function onLoad(){ document.addEventListener("deviceready",onDeviceReady, true); } function onDeviceReady(){ navigator.notification.alert("PhoneGap is working!!"); } </script> </head> <body onload="onLoad();"> <h1>Welcome to PhoneGap</h1> <h2>Edit assets/www/index.html</h2> </body> </html>
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PhoneGap Application (Java code) package com.example.phonegaphelloworld; import org.apache.cordova.DroidGap; import android.os.Bundle; import android.view.Menu; public class MainActivity extends /* Activity */DroidGap { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); super.loadUrl("file:///android_asset/www/index.html"); } @Override public boolean onCreateOptionsMenu(Menu menu) { // Inflate the menu; this adds items to the action bar if it is present. getMenuInflater().inflate(R.menu.main, menu); return true; }
}
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PhoneGap Application (main.xml) <menu xmlns:android="http://schemas.android.com/apk/res/android" >
<item android:id="@+id/action_settings" android:orderInCategory="100" android:showAsAction="never" android:title="@string/action_settings"/>
</menu>
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PhoneGap App (Manifest additions) <supports-screens android:largeScreens="true" android:normalScreens="true" android:smallScreens="true" android:xlargeScreens="true" android:resizeable="true" android:anyDensity="true" /> <uses-permission android:name="android.permission.CAMERA" /> <uses-permission android:name="android.permission.VIBRATE" /> <uses-permission android:name="android.permission.ACCESS_COARSE_LOCATION" /> <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" /> <uses-permission android:name="android.permission.ACCESS_LOCATION_EXTRA_COMMANDS" /> <uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.RECEIVE_SMS" /> <uses-permission android:name="android.permission.RECORD_AUDIO" /> <uses-permission android:name="android.permission.RECORD_VIDEO"/> <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" /> <uses-permission android:name="android.permission.READ_CONTACTS" /> <uses-permission android:name="android.permission.WRITE_CONTACTS" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" /> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" /> <uses-permission android:name="android.permission.GET_ACCOUNTS" /> <uses-permission android:name="android.permission.BROADCAST_STICKY" /> <activity … android:configChanges="orientation|keyboardHidden|keyboard|screenSize|locale" >
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Your First Android Project Select File -> New -> Project -> Android -> Android Project and create the
Android project right-click the project and select Run As > Android Application
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Android Project Structure src/ - Java packages. Each package can have multiple .java files representing different
classes. res/layout/ - XML files that specify the layout of each screen.
main.xml defines the layout of the application. Default view is Layout view. res/values/ - XML files used as references by other files. res/drawable-hdpi/ , res/drawable-mdpi/ , and res/drawable-ldpi/ - high, medium,
and low dots-per-inch resolution pictures. res/color, res/menu, res/anim assets/ - additional non-media files. Assets used by application. Ex. HTML, database,
etc AndroidManifest.xml specifies the project to the Android OS. Permissions and other
features are specified here. Auto-generated files (do not modify):
gen/ contains auto-generated code. Class R.java generated by Android Asset Packaging Tool (aapt). If you delete R.java, it will auto-generated again. R.java is based on AndroidManifest.xml file.
default.properties contains project settings.
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Resources, Package, Manifestmain.xml defines the user interface of the activity.
@string refers to the strings.xml, which is present in res/values folder.
Variables usage in strings.xml can help us to define strings in different languages under different folders, like values-ar, values-fr, etc.
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AndroidManifest.xml versionCode: used to indicate the version number of the application versionNumber: Represented as <major>.<minor> version numbers. This is displayed
to the user Minimum, target and maximum SDK versions are specified here. Icon of the application is provided via @drawable, which refers to the res/drawable
folder. The name of the main activity is provided. Also, the package name is provided. android.intent.action.MAIN means that the current activity is the first activity that will
be loaded when the application runs.
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Android Application Framework
Use aapt to dump the permission details of the application aapt dump permissions <package_name>.appname.apk
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Android Component Model Packaging: APK File (Android Package)
Collection of components Components share a set of resources
Preferences, Database, File space Components share a Linux process
By default, one process per APK APKs are isolated
Communication via Intents or AIDL Every component has a managed lifecycle
Task (what users know as applications)
Collection of related activities Capable of spanning multiple processes Associated with its own UI history stack Processes are started & stopped as needed Processes may be killed to reclaim resources
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Android Application Components i) Activity: Activity is a visual screen for interaction of user with the
application. Depends upon design, an application may consists of one or more activities
ii) Views: The User interface of an Activity is build with widgets. ii) Service: Service do not have a visual interface, it runs in the background,
like playback music and fetching data from the network. iii) Broadcast Receiver: Broadcast receiver receives broadcast
announcements and respond to them according to the situation. iv) Content Provider: Content provider is a SQLite database, which
supports the sharing and accessing of data among applications. v) Intents: Asynchronous messages which allow the application to request
functionality from other services or activities. vi) Others parts are Android widgets / Live Folders and Live Wallpapers
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Android Component Interactions
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Types of Android Applications Foreground Activity: An application that’s only useful when it’s in the
foreground and is effectively suspended when it’s not visible. Background Service: An application with limited interaction that, apart
from when being configured, spends most of its lifetime hidden. Examples of this include call screening applications or SMS auto-responders.
Intermittent Activity: Expects some interactivity but does most of its work in the background. Often these applications will be set up and then run silently, notifying users when appropriate. A common example would be a media player.
Widgets: Interactive visual components that users can add to their home screens. Usually used to display information such as battery levels, weather forecasts, or the date and time.
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Android’s Activity An “activity” is an application component that provides a screen with which
users can interact Activity is usually a single screen
Implemented as a single class extending Activity Displays user interface controls (views) Reacts on user input / events
An application typically consists of several activities Each screen is typically implemented by one activity Each activity can then start another activity (new screen)
An activity may return a result to the previous activity "main" activity is presented to the user when launching the application for
the first time. Each activity receives callbacks due to a change in its state during its
lifecycle — whether the system is creating it, stopping it, resuming it, or destroying it.
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Building Android Project
Eclipse outputs an .apk file automatically to the bin folder of the project
Contains all information to run the application, such as compiled .dex files, a binary version of AndroidManifest.xml, compiled resources (resources.arsc) and uncompiled resource files.
Eclipse automatically builds application, enables debugging and signs the .apk with a debug key, by default.
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Building Android Project
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Building Android Project .apk is a modified Java Archive (jar) file .apk is made up of class files (in the form of .dex) and the manifest file To see the contents of an .apk file: jar tvf filename.apk Dalvik virtual machine
Cut down version of JVM. Uses less space and processing power Dalvik is register-based VM, JVM is stack-based This Virtual Machine works with its own version of the Java ByteCode,
pre-processing its input by using a utility called “dx”. This “dx” produces “.dex” (i.e. Dalvik EXecutable) files from the corresponding Java “.class” files, which are more compact than their counterparts, and offer a richer, 16-bit instruction set
Dalvik instructions work directly on variables (loaded into virtual registers), saving time required to load variables to and from the stack. Register based VMs allow for code that is up to half the size, and runs some 30% faster
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Building Android Project Size of Dalvik instructions are double that of JVM but when compressed .dex
occupies less space than that of .class. This is due to optimization in strings and method declarations.
Constants are declared only once in dalvik but they are declared repeatedly whenever they are needed
Swing and AWT are not supported by dalvik dexdump can be used to display details of an dex file dex file can be decompiled easily and thus it is good to use library files (as
java native code) so as to prevent the code from being decompiled easily Custom strip down version of libC for Android is Bionic.
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Running the Application Running on the emulator
To run (or debug) your application, select Run > Run (or Run > Debug ) from the Eclipse menu bar.
Be certain to create multiple AVDs upon which to test your application. Enable Running on a device
Ensure application is debuggable by setting android:debuggable="true" of the <application> element in AndroidManifest.xml.
Set up the device to allow installation of non-Market applications. On the device, go to Settings > Applications and enable Unknown sources.
Enable USB Debugging on the device. On the device, Settings > Applications > Development > USB debugging .
For Windows, use Device Manager to install a USB driver for adb . (<android-sdk>\extras\google\usb_driver)
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Manual Application Installation Manual Installation using adb
App Package: <workspace>\<Project Name>\bin\<Project Name>.apk Need adb tool located at <sdk>/platform-tools/ Modify Device settings as in “Running on a Device” Connect the device to your machine through USB In Command Prompt, type: adb [-d | -e] install <path>/<file>.apk
Manual Uninstall On device, go to Applications Menu ->Settings->Manage Applications. Select the application which you want to Uninistall, and click on the
‘Uninstall’ button.
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Debugging
The main components that comprise Android debugging environment are: Device or Android Virtual Device Dalvik Debug Monitoring Service (DDMS): graphical
program that can capture screenshots, gather thread and stack information, spoof incoming calls and SMS messages, and other features.
The Android Debug Bridge (ADB): provides various device management capabilities .
JDWP debugger: allows you to step through code, view variable values, and pause execution of an application. A JDWP-compliant debugger is already included in Eclipse.
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DDMS
(Window > Open Perspective > Other... > DDMS)
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Debug
(Window > Open Perspective > Debug)
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Putting Application on Play Store Signing Your Application with Eclipse
To distribute your application, however, you must build your application in release mode and sign the .apk file with your own private key.
right-click the project in the Package Explorer and select Android Tools > Export Unsigned Application Package. Then specify the file location for the unsigned .apk.
Versioning Your Applications android:versionCode, android:versionName android:minSdkVersion, android:targetSdkVersion,
android:maxSdkVersion Preparing to Publish
Check the following checklist: http://developer.android.com/distribute/tools/launch-checklist.html
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Expectations
Refresh your Java programming http://docs.oracle.com/javase/tutorial/java/ http://docs.oracle.com/javase/tutorial/java/javaOO/index.html
Have your development environment setup Programming: Hello World
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References
App Development for Smart Devices http://www.cs.odu.edu/~cs495/
http://cleancodedevelopment-qualityseal.blogspot.com/2012/12/first-phonegap-app-with-android-using.html
http://mobile.tutsplus.com/tutorials/phonegap/creating-an-android-hello-world-application-with-phonegap/